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-rw-r--r--gfx/gl/sceneProvider.cpp9
-rw-r--r--gfx/gl/sceneProvider.h12
-rw-r--r--gfx/gl/sceneRenderer.cpp7
-rw-r--r--gfx/gl/sceneRenderer.h17
-rw-r--r--test/test-render.cpp2
-rw-r--r--ui/gameMainWindow.cpp2
-rw-r--r--ui/gameMainWindow.h2
7 files changed, 29 insertions, 22 deletions
diff --git a/gfx/gl/sceneProvider.cpp b/gfx/gl/sceneProvider.cpp
new file mode 100644
index 0000000..d73ac3c
--- /dev/null
+++ b/gfx/gl/sceneProvider.cpp
@@ -0,0 +1,9 @@
+#include "sceneProvider.h"
+#include "sceneRenderer.h"
+
+void
+SceneProvider::environment(const SceneShader &, const SceneRenderer & renderer) const
+{
+ renderer.setAmbientLight({0.5F, 0.5F, 0.5F});
+ renderer.setDirectionalLight({0.6F, 0.6F, 0.6F}, {1, 0, -1});
+}
diff --git a/gfx/gl/sceneProvider.h b/gfx/gl/sceneProvider.h
new file mode 100644
index 0000000..a966f9c
--- /dev/null
+++ b/gfx/gl/sceneProvider.h
@@ -0,0 +1,12 @@
+#pragma once
+
+class SceneRenderer;
+class SceneShader;
+
+class SceneProvider {
+public:
+ virtual ~SceneProvider() = default;
+ virtual void content(const SceneShader &) const = 0;
+ virtual void environment(const SceneShader &, const SceneRenderer &) const;
+ virtual void lights(const SceneShader &) const = 0;
+};
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index a97387e..a06a163 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -131,10 +131,3 @@ SceneRenderer::DirectionalLightProgram::setDirectionalLight(const glm::vec3 & c,
const auto nd = glm::normalize(d);
glUniform3fv(directionLoc, 1, glm::value_ptr(nd));
}
-
-void
-SceneRenderer::SceneProvider::environment(const SceneShader &, const SceneRenderer & renderer) const
-{
- renderer.setAmbientLight({0.5F, 0.5F, 0.5F});
- renderer.setDirectionalLight({0.6F, 0.6F, 0.6F}, {1, 0, -1});
-}
diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h
index f40b894..736b15a 100644
--- a/gfx/gl/sceneRenderer.h
+++ b/gfx/gl/sceneRenderer.h
@@ -1,22 +1,15 @@
#pragma once
-#include "gfx/gl/camera.h"
-#include "gfx/gl/program.h"
-#include "gfx/gl/sceneShader.h"
-#include "lib/glArrays.h"
+#include "camera.h"
+#include "glArrays.h"
+#include "program.h"
+#include "sceneProvider.h"
+#include "sceneShader.h"
#include <functional>
#include <glm/fwd.hpp>
class SceneRenderer {
public:
- class SceneProvider {
- public:
- virtual ~SceneProvider() = default;
- virtual void content(const SceneShader &) const = 0;
- virtual void environment(const SceneShader &, const SceneRenderer &) const;
- virtual void lights(const SceneShader &) const = 0;
- };
-
explicit SceneRenderer(glm::ivec2 size, GLuint output);
void render(const SceneProvider &) const;
diff --git a/test/test-render.cpp b/test/test-render.cpp
index 9e3ffa0..5a75419 100644
--- a/test/test-render.cpp
+++ b/test/test-render.cpp
@@ -55,7 +55,7 @@ public:
}
};
-class TestScene : public SceneRenderer::SceneProvider {
+class TestScene : public SceneProvider {
Terrain terrain {[]() {
auto gd = std::make_shared<GeoData>(GeoData::Limits {{0, 0}, {100, 100}});
gd->generateRandom();
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp
index 99bee48..7a47a25 100644
--- a/ui/gameMainWindow.cpp
+++ b/ui/gameMainWindow.cpp
@@ -58,7 +58,7 @@ void
GameMainWindow::environment(const SceneShader & s, const SceneRenderer & r) const
{
// default for now
- SceneRenderer::SceneProvider::environment(s, r);
+ SceneProvider::environment(s, r);
}
void
GameMainWindow::lights(const SceneShader & shader) const
diff --git a/ui/gameMainWindow.h b/ui/gameMainWindow.h
index 03364f2..f3fc21f 100644
--- a/ui/gameMainWindow.h
+++ b/ui/gameMainWindow.h
@@ -5,7 +5,7 @@
#include "window.h"
#include <cstddef>
-class GameMainWindow : public Window, SceneRenderer, public SceneRenderer::SceneProvider {
+class GameMainWindow : public Window, SceneRenderer, public SceneProvider {
public:
GameMainWindow(size_t w, size_t h);